Lost Number (Final Fantasy VII)
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Final Fantasy VII Boss  


The Lost Number is an optional boss in Final Fantasy VII. After entering the right combination for the safe in the Shinra Mansion, it will attack the player party. The combination is: (Right 36), (Left 10), (Right 59), (Right 97).
After its defeat, the player obtains Cosmo Memory, the Odin Materia and a key to the Mansion's basement, which can be used to recruit Vincent Valentine to the party.
Since Lost Number drops the unique and (normally) nonduplicatable Cosmo Memory, the player may want to duplicate it by means of the Repeating boss glitch that allows one to fight bosses twice. To do this the player must skip a random battle by opening the menu the instant the game wants to give a random encounter on a field map.
BattleEdit
The Lost Number consists of two halves; the purple half which performs physical attacks and the red half which casts magic. After reducing his HP below 3,498, the Lost Number will change completely into one of his sides.
The Lost Number changes depending on the attack that caused the reduction:
 If the damage was inflicted by a magic attack, Lost Number will turn red and gain a substantial increase in its Magic and Magic Defense stats. It will attack with powerful magic from then on. In this state, it has lower DEF, so the party should use physical attacks.
 If the damage was inflicted by a physical attack, Lost Number will turn purple and gain a boost in Attack and Defense. It will attack with strong physical attacks from then on. This form has low MDEF, so the party should attack with spells. This form is dangerous because he may inflict over 2400 damage with Lost Blow.
 If the damage was inflicted via Poison, no effect will happen until Lost Number takes a physical or magical attack. Thus, if the player chooses to defeat Lost Number with Poison only, he will never change form.
If the player has obtained Cloud's Limit Break Crossslash, or Aeris's Limit Break Seal Evil, they can be used to paralyze Lost Number.
AI scriptEdit
AI: Setup {
 Count = Rnd(0..2)
 SpclChance = 6
} AI: Main {
 If (Count == 0) Then
 {
 Choose Random Opponent
 Use <Punch> on Target
 If (Rnd(1..SpclChance) == 1) Then
 {
 Choose Random Opponent
 Use <Punch> on Target
 }
 1/3 Chance: Count = 2
 2/3 Chance: Count = 1
 } Else If (Count == 1) Then {
 Choose Random Opponent
 Use <Punch> on Target
 If ((Target doesn't have Death Status)
 & (Rnd(1..SpclChance) == 1)) Then
 {
 Choose Random Opponent
 Use <Punch> on Target
 }
 1/3 Chance: Count = 2
 2/3 Chance: Count = 0
 } Else {
 If ((Lost Number's MP >= 22)
 & (At Least One Opponent doesn't have Reflect)) Then
 {
 Choose Random Opponent without Reflect
 Use Bolt2 on Target
 } Else {
 Choose Random Opponent
 Use <Punch> on Target
 }
 If (Rnd(1..SpclChance) == 1) Then
 {
 If ((Lost Number's MP >= 22)
 & (At Least One Opponent doesn't have Reflect)) Then
 {
 Choose Random Opponent without Reflect
 Use Bolt2 on Target
 } Else {
 Choose Random Opponent
 Use <Punch> on Target
 }
 If ((Lost Number's MP >= 22)
 }
 1/2 Chance: Count = 0
 1/2 Chance: Count = 1
 If ((Lost Number's MP >= 22)
 }
} AI: Counter  General {
 If ((Lost Number's HP <= 3 * [Lost Number's Max HP / 6])
 And (SpclChance == 4)) Then
 {
 SpclChance = 3
 } Else If ((Lost Number's HP <= 4 * [Lost Number's Max HP / 6])
 And (SpclChance == 5)) Then {
 SpclChance = 4
 } Else If ((Lost Number's HP <= 5 * [Lost Number's Max HP / 6])
 And (SpclChance == 6)) Then {
 SpclChance = 5
 } Else {
 SpclChance = 6
 }
} AI: Counter  Death {
 Remove Lost Number <Type B>
 Remove Lost Number <Type C>
} AI: Counter  Physical {
 If (Lost Number doesn't have Sleep, Stop or Paralyzed Status) Then
 {
 If (SpclChance <= 3) Then
 {
 Choose Self
 Use <> on Target
 Activate Lost Number <Type C>
 Copy Lost Number's Stats to Lost Number <Type C>
 Remove Self
 }
 }
} AI: Counter  Magical {
 If (Lost Number doesn't have Sleep, Stop or Paralyzed Status) Then
 {
 If (SpclChance <= 3) Then
 {
 Choose Self
 Use <> on Target
 Activate Lost Number <Type B>
 Copy Lost Number's Stats to Lost Number <Type B>
 Remove Self
 }
 }
}
AI: Main {
 1/7 Chance:
 {
 Choose Random Opponent
 Use <Tentacle> on Target
 }
 2/7 Chance:
 {
 If (At Least One Opponent doesn't have Reflect Status) Then
 {
 If (Lost Number's MP >= 36) Then
 {
 If (At Least One Opponent
 has neither Reflect nor Poison Status) Then
 {
 Choose Random Opponent with neither Reflect nor Poison Status
 } Else {
 Choose Random Opponent without Reflect
 }
 Use Bio2 on Target
 If (At Least One Opponent
 } Else {
 Choose Random Opponent without Reflect with Highest MP
 Use Aspil on Target
 }
 } Else {
 Choose Random Opponent
 Use <Tentacle> on Target
 }
 }
 2/7 Chance:
 {
 If (At Least One Opponent doesn't have Reflect Status) Then
 {
 If (Lost Number's MP >= 22) Then
 {
 Choose Random Opponent without Reflect
 Use Bolt2 on Target
 } Else {
 Choose Random Opponent without Reflect with Highest MP
 Use Aspil on Target
 }
 } Else {
 Choose Random Opponent
 Use <Tentacle> on Target
 }
 }
 2/7 Chance:
 {
 If (At Least One Opponent doesn't have Reflect Status) Then
 {
 If (Lost Number's MP >= 28) Then
 {
 Choose Random Opponent without Reflect
 Use Quake2 on Target
 } Else {
 Choose Random Opponent without Reflect with Highest MP
 Use Aspil on Target
 }
 } Else {
 Choose Random Opponent
 Use <Tentacle> on Target
 }
 }
}
AI: Main {
 1/4 Chance:
 {
 Choose Random Opponent
 Use Lost Blow on Target
 }
 3/4 Chance:
 {
 Choose Random Opponent
 Use <Punch> on Target
 If (1/2 Chance) Then
 {
 Choose Random Opponent
 Use <Punch> on Target
 }
 }
}
Other appearancesEdit
Final Fantasy Record KeeperEdit
'Lost Number' Appears as the area boss of the FF(VII) 'Nibelheim' (Difficulty 55) record.
GalleryEdit
TriviaEdit
 The Lost Number's name and appearance, as well as the location where it is fought, all imply that it is one of Professor Hojo's experiments, and most likely a failed experiment given that it does not have a number.
 The Lost Number's appearance is similar to that of the Chocobo Eater from Final Fantasy X.